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Questions about the Automatic Skills Up System

Darkphoenix

Landlubber
I have a few questions regarding the Automatic Skills Up system, and would like to hear any and all comments.

1. When starting a new game, what determines how many skill points get initially distributed and where? It seems to me that where the skills should be distributed should be dependent on your "role" (Corsair, Social Climber, etc.) but they appear to be completely at random when distributed. Also the number of points given initially shoud be equivalent to your starting rank. I started a new game and tweaked the settings to start at rank 5 (He's supposed to be a captain.....he shouldn't be so green that he isn't qualified to be a deck hand) the amount of skills were pathetically low for a rank 5 character......like 3 or 4 different games started and he had 1 or 2 skills of 2 and the rest were 1's. I like the idea of the skills being random, but an appropriate number should be given at game start. If you start with a level 5 Captain, then 10 points should be randomly distributed, with an average of 4-6 going into skills that are the goal of your current role.

2. It seems that the rate of increase seems to be way too slow as well...I have tried upping the rate, but it doesn't seem to do much. I understand that, to have a superman captain that can do it all is a bit unrealistic, but I would like to by the time I am rank 5+ not have ones in a majority of my skills either, and to have an unmodified 4 in Leadership and at least a 2 or 3 in Luck by that point. Maybe, there should be a cap on all skills except melee that you don't specialize in so that way you would never truly just not need officers? Say a cap of 5 in skills you don't specialize in?

All in all though, I really do like the Automatic skills up approach, it is sooooo much better than the stock game, and I love the idea of your actions deciding your skill increases.

3. What determines how fast or even if your officers skills improve? I have not seen any significant increases in the skills of officers in the time I have played....granted I am constantly starting over, but thier rate of increase seems to be too slow as well.

4. I honestly think boobytraps cause way too much damage.....actually that is the main reason I decided to start at a rank higher than 1...I got really sick and tired of a boobytrap instantly killing me at rank 1. And the only way to not die to a trap is to not open chests I guess.....but oh.....the temptation.
 
You can reduce the risk of boobytrapped chests in Buildsettings.h :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
#define LOCK_OPEN    0
    // 0- 70: the higher this value the higher your chance of picking the locks of treasurechests
    // Above 66 chests always open, above 33 you won't hurt yourself anymore;-)
<!--c2--></div><!--ec2-->
HTH <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
i've seen point two coming right from the beginning. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=179351:date=Jan 17 2007, 02:19 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jan 17 2007, 02:19 PM) [snapback]179351[/snapback]</div><div class='quotemain'><!--quotec-->
You can reduce the risk of boobytrapped chests in Buildsettings.h :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
#define LOCK_OPEN    0
    // 0- 70: the higher this value the higher your chance of picking the locks of treasurechests
    // Above 66 chests always open, above 33 you won't hurt yourself anymore;-)
<!--c2--></div><!--ec2-->
HTH <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


Yeah but doesn't this only affect the commonality of boobytraps? I don't want to reduce the occurances of them...just think the amount of damage shouldn't be so high that they can outright kill a rank one captain....


<!--quoteo(post=179356:date=Jan 17 2007, 02:42 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 17 2007, 02:42 PM) [snapback]179356[/snapback]</div><div class='quotemain'><!--quotec-->
i've seen point two coming right from the beginning. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


Yeah, but with all the things I point out that could be better, there are a dozen more things added to the game that make the Gameplay 100 times better than the original...and I LOVED that game! lol.....I have noticed that between 13 and 14.4 that 95% of the officers you can hire are within 1-2 ranks of you...and I think this is a huge plus to the game.....the only time it seems that you can hire one that is significantly higher than you is if you happen to catch one wandering around or coax a captain from a captured ship to become one and thier leadership is less.....I really like this change to the game <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
if they don't occur anymore, they don't hurt you. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> i think you can change a few things in the InternalSettings.c as well to configure some stuff that has to do with it. i think the damage as well.
 
<!--quoteo(post=179366:date=Jan 17 2007, 09:21 PM:name=Darkphoenix)--><div class='quotetop'>QUOTE(Darkphoenix @ Jan 17 2007, 09:21 PM) [snapback]179366[/snapback]</div><div class='quotemain'><!--quotec-->

Yeah but doesn't this only affect the commonality of boobytraps? I don't want to reduce the occurances of them...just think the amount of damage shouldn't be so high that they can outright kill a rank one captain....

<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, the way I once wrote this one boobtrapped chest should never kill you. Unless someone has changed this the code for that is in this line in items\itemLogic.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Explosion (chr, rand(20));    // ccc 28jan05<!--c2--></div><!--ec2-->
Reduce the "20" to reduce the damage.
 
no, i actually think it does 40 damage, which can kill you. of course, he might be already damaged by his clumsy knife.
 
<!--quoteo(post=179553:date=Jan 19 2007, 02:29 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 19 2007, 02:29 PM) [snapback]179553[/snapback]</div><div class='quotemain'><!--quotec-->
no, i actually think it does 40 damage, which can kill you. of course, he might be already damaged by his clumsy knife.
<!--QuoteEnd--></div><!--QuoteEEnd-->


Nope...but they would outright kill me.....thanks for the info though...I think I may change it to 20.....I don't mind being half dead...but full dead...yeah.....seems a helluva annoying way to go...bein killed outright by an explosion and all <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

<!--quoteo(post=179947:date=Jan 22 2007, 02:18 PM:name=Darkphoenix)--><div class='quotetop'>QUOTE(Darkphoenix @ Jan 22 2007, 02:18 PM) [snapback]179947[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179553:date=Jan 19 2007, 02:29 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 19 2007, 02:29 PM) [snapback]179553[/snapback]</div><div class='quotemain'><!--quotec-->
no, i actually think it does 40 damage, which can kill you. of course, he might be already damaged by his clumsy knife.
<!--QuoteEnd--></div><!--QuoteEEnd-->


Nope...but they would outright kill me.....thanks for the info though...I think I may change it to 20.....I don't mind being half dead...but full dead...yeah.....seems a helluva annoying way to go...bein killed outright by an explosion and all <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


By the way...is it possible to up the amount of skills increase all the way around...say like double the rate? skills still seem to improve at a dismally slow rate.....I was thinking that maybe...like experience....skills should improve rapidly for the first 5 or so levels and then slow down so it takes alot longer for them to improve?
 
well, you can permanetly increase it (permanently as in: for all levels) in the buildsettings. i really sucky way to die is blowing yourself up with a blunderbuss. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> it does look funny though. BOOM! woops...i did it again! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=179951:date=Jan 22 2007, 02:29 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 22 2007, 02:29 PM) [snapback]179951[/snapback]</div><div class='quotemain'><!--quotec-->
well, you can permanetly increase it (permanently as in: for all levels) in the buildsettings. i really sucky way to die is blowing yourself up with a blunderbuss. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> it does look funny though. BOOM! woops...i did it again! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

thanks....I just think the rate of increase is a bit slow.......you shouldn't clear a dungeon of pirates and only see a 2% increase overall I think.......I have never had the pleasure of killing myself with a blunderbuss...but that's because I don't use them.....they are useless in town because they cause all hell to break lose if an innocent gets caught in the blast...and they just don't do enough damage all in all


grrr....lol....I keep forgetting to ask....what key enables one to put out a ship board fire?


<!--quoteo(post=179952:date=Jan 22 2007, 02:38 PM:name=Darkphoenix)--><div class='quotetop'>QUOTE(Darkphoenix @ Jan 22 2007, 02:38 PM) [snapback]179952[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179951:date=Jan 22 2007, 02:29 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 22 2007, 02:29 PM) [snapback]179951[/snapback]</div><div class='quotemain'><!--quotec-->
well, you can permanetly increase it (permanently as in: for all levels) in the buildsettings. i really sucky way to die is blowing yourself up with a blunderbuss. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> it does look funny though. BOOM! woops...i did it again! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

thanks....I just think the rate of increase is a bit slow.......you shouldn't clear a dungeon of pirates and only see a 2% increase overall I think.......I have never had the pleasure of killing myself with a blunderbuss...but that's because I don't use them.....they are useless in town because they cause all hell to break lose if an innocent gets caught in the blast...and they just don't do enough damage all in all


grrr....lol....I keep forgetting to ask....what key enables one to put out a ship board fire?
<!--QuoteEnd--></div><!--QuoteEEnd-->


Okay...I have found buildsettings.h and buildettings.c...where is buildsettings.i located?
 
<!--quoteo(post=179952:date=Jan 22 2007, 08:40 PM:name=Darkphoenix)--><div class='quotetop'>QUOTE(Darkphoenix @ Jan 22 2007, 08:40 PM) [snapback]179952[/snapback]</div><div class='quotemain'><!--quotec-->
grrr....lol....I keep forgetting to ask....what key enables one to put out a ship board fire?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Should be the same key that uses a healing potion on land, usually "C"

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Okay...I have found buildsettings.h and buildettings.c...where is buildsettings.i located?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think Morgan meant ...buildsettings. (end of sentence) I really...

To change the basic settings open buildsettings.h in the MAIN POTC folder. You may still have an old buildsettings.h in the PROGRAM folder, but that is not being used anymore.
 
<!--quoteo(post=180003:date=Jan 23 2007, 08:11 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jan 23 2007, 08:11 AM) [snapback]180003[/snapback]</div><div class='quotemain'><!--quotec-->
Should be the same key that uses a healing potion on land, usually "C"
<!--QuoteEnd--></div><!--QuoteEEnd-->
Please note: You must have the Basic Ship Defense ability, otherwise it won't work.
 
i'm usually carefull enough with my weapons. i do have a little mental issue with muskets: those things are so bloody long that i for some reason fear hitting somone on his nose when drawing it. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
BTW: There is a "skill points per level" setting near the top of BuildSettings.h that will take effect with AUTO_SKILL_SYSTEM off and there is also a setting to make skill-increases more quicker with AUTO_SKILL_SYSTEM on. It is near the BuildSettings.h setting for the Auto Skill System.

Please note: In Build 14 Alpha 5 there is a limit of 2 skill increases per character level with Auto Skill System on. The result is that your skills increase at a maximum of 2 points per character level.
 
yes, and going up a level takes a looooong time. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> you only get xp from quests!
 
<!--quoteo(post=180048:date=Jan 23 2007, 01:10 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 23 2007, 01:10 PM) [snapback]180048[/snapback]</div><div class='quotemain'><!--quotec-->
yes, and going up a level takes a looooong time. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> you only get xp from quests!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not true. You get XP at any time you usually would get XP. At least that's how it worked last time I checked.
 
not with me. or at least not with the short time that i used the system. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=180042:date=Jan 23 2007, 07:00 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 23 2007, 07:00 AM) [snapback]180042[/snapback]</div><div class='quotemain'><!--quotec-->
BTW: There is a "skill points per level" setting near the top of BuildSettings.h that will take effect with AUTO_SKILL_SYSTEM off and there is also a setting to make skill-increases more quicker with AUTO_SKILL_SYSTEM on. It is near the BuildSettings.h setting for the Auto Skill System.

You are talking about the setting that is 0-99 and increases the character goal stats right? for example if I were a "Social Climber" and I put 99 the Leadership increase value would be 1.99 while everything else is a 1.......is that the one you mean?



Please note: In Build 14 Alpha 5 there is a limit of 2 skill increases per character level with Auto Skill System on. The result is that your skills increase at a maximum of 2 points per character level.
<!--QuoteEnd--></div><!--QuoteEEnd-->


This I like, I know in build 14.4 that I was rank 8 and failed to see even 1 increase....I saw percentage point increases...but even these were rare......had to rely on items and tattoo's just to get my character up to 3's and 4's in some stats.....I think a cap of 2 max. per level is a great idea........just wish the rate of increase would....well....increase...maybe see jumps of 4-5 % instead of one every time..........
 
then make the increase rate higher in the buildsettings. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
If you set SKILLS_UP_BONUS to 99 (or at least higher than the default 30), your skills should increase faster than they do now. When your percentage points reach 100%, your skill will increase, so as long as the percentage points increase, so will your skills. Eventually. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
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